﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace XFFSM
{
    public class RuntimeFSMController : ScriptableObject
    {
         
        /// <summary>
        /// 所有的状态
        /// </summary>
        [HideInInspector]
        public List<FSMStateNodeData> states = new List<FSMStateNodeData>();

        /// <summary>
        /// 所有的参数
        /// </summary>
        [HideInInspector]
        public List<FSMParameterData> parameters = new List<FSMParameterData>();

        /// <summary>
        /// 保存所有的过渡
        /// </summary>
        [HideInInspector]
        public List<FSMTransitionData> transitions = new List<FSMTransitionData>();


        public void Save() {
#if UNITY_EDITOR
            UnityEditor.EditorUtility.SetDirty(this);
            UnityEditor.AssetDatabase.SaveAssets();
#endif
        }

    }

}

